I've seen some negative criticism about the inclusion of warlock and sorceror, but from what I've read of them so far, they are an interesting addition to the game. Some have thought of them as a way for character story to be 'railroaded', but I think they actually can contribute meaningfully to the story of a character, rather than being its focus. You just gotta work with your DM!Anyways, I'm still working on getting a couple people to play a warlock AND sorceror in my gaming group, but until then, I have a dwarven fighter who is considering crossclassing into warlock (By the way, crossclassing is something else I'm toying with, but that's still in the works, after all it's one of the most complicated issues in the game). Well, the currect pact isn't quite the flavor that I'm looking for (no Old Fae-like creatures or lore quite yet) and as the group has run into a creature who's a little nefarious and devil-like, I've decided to make a custom pact that this NPC can delve out. Tell me what you think!"Vic" is the NPC's nick name, as the PC's have not learned his real name yet.
Hell Pact: “Vic”
“Vic” is vainglorious, prideful, and enjoys having control of any situation he is in. As one becomes more and more a supplicant to beseech for his power, he indelibly marks you as his own, an ally to him as well as his property.
1st Level: Tempered In Hellfire
If you spend one of your patron’s favors, you can gain resistance in one of the following energy types: Fire, Unholy, Ice, or Acid. This lasts until used again, or until you beseech “Vic” for more favors (during a short or long rest).
As you gain this boon, your right hand has sigils painfully inscribed upon it (as if hot coals were used to burn them in your flesh), which look similar to the ones scribed on “Vic’s” hand. When this boon is in use, the sigils flare up, and glow through almost any fabric made, making it nearly impossible to hide.
3rd Level: Bow to Majesty
As an always active effect, you gain advantage on all Charisma-based checks against evil creatures. Also, all rolls used to intimidate any creatures (evil or not) can use your Charisma modifier or 3 + any training you may have.
As you gain this boon, malevolent creatures seem to always notice you and will seek you and your party out in some form or fashion (for good or ill), making it very difficult to blend in when such creatures are around. Additionally, you exude an aura of evil that can be detected by spellcasters able to see such things, even if your alignment is not evil. Finally, you are completely unable to ignore "Vic" when he is in your presence.
5th level: Sword of the Prince
As an action, you can create an eldritch weapon of crackling green energy, which pulse with the same sigils that were burned in your hand. It may be any weapon you are proficient with. If it is a ranged weapon, you summon a quiver of 20 eldritch arrows or bolts along with it. An eldritch weapon lasts until you lose grip of it, or until you summon another weapon. Ammunition disappears after it makes contact with an enemy or if it stops moving in any way. All damage dealt by eldritch weapons is force damage as well as the weapon type damage: piercing, bludgeoning, or slashing, and is the typical damage dice of a weapon of its type.
Additionally, you may spend a patron’s favor to cause the weapon to pulse and writhe, as if contained with a great amount of power. Whenever the weapon next deals damage, you may roll damage as if the target was hit with both the weapon and an Eldritch Blast.
As you gain this boon, your left hand too is burned with the same sigils as your right. Both hands now shine when either this boon or the Tempered in Hellfire boon are active. You also have grown distasteful of using weapons other than your eldritch weapon, and are fain to use them or even carry them on you unless there is no other choice. Finally, when in the presence of “Vic”, you instinctually lower your head in deference.